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Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.

This commit is contained in:
Aaron Suen 2015-03-30 20:04:19 -04:00 committed by Craig Robbins
parent 862d4ea328
commit db32e6c5aa
11 changed files with 78 additions and 78 deletions

View file

@ -434,7 +434,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
}
}
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event->add_particlespawner.texture));
gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
event->add_particlespawner.amount,
@ -477,7 +477,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
if (event->type == CE_SPAWN_PARTICLE) {
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event->spawn_particle.texture));
gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
Particle* toadd = new Particle(gamedef, smgr, player, m_env,
*event->spawn_particle.pos,